/Engine/Source/Runtime/Landscape/Classes/LandscapeHeightfieldCollisionComponent.h
class ULandscapeHeightfieldCollisionComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)
bool[2]
bShouldSaveCookedDataToDDC
Flag to indicate that the next time we cook data, we should save it to the DDC.
FNavHeightfield...
CachedHeightFieldSamples
FBox
CachedLocalBox
Cached local-space bounding box, created at heightmap update time
uint32
CollisionHash
FWordBulkData
CollisionHeightData
The collision height values. Stripped from cooked content
TArray< uint8 >
CollisionQuadFlags
The flags for each collision quad. See ECollisionQuadFlags.
float
CollisionScale
Collision scale: (ComponentSizeQuads) / (CollisionSizeQuads)
int32
CollisionSizeQuads
Size of component in collision quads
TArray<TObject...
ComponentLayerInfos
List of layers painted on this component.
TArray< uint8 >
CookedCollisionData
Cooked HeightField data.
TArray< uint8 >
CookedCollisionDataEd
Cooked editor specific heightfield data, never serialized
TArray<TObject...
CookedPhysicalMaterials
This is a list of physical materials that is actually used by a cooked HeightField
FByteBulkData
DominantLayerData
Indices into the ComponentLayers array for the per-vertex dominant layer.
int32
HeightfieldColumnsCount
FGuid
HeightfieldGuid
Guid used to share Physics heightfield objects in the editor
TRefCountPtr<F...
HeightfieldRef
Physics engine version of heightfield data.
int32
HeightfieldRowsCount
Cached PxHeightFieldSamples values for navmesh generation.
FByteBulkData
PhysicalMaterialRenderData
Indices for physical materials generated by the render material. Stripped from cooked content
TArray<TObject...
PhysicalMaterialRenderObjects
Physical materials objects referenced by the indices in PhysicalMaterialRenderData.
int32
SectionBaseX
Offset of component in landscape quads
int32
SectionBaseY
int32
SimpleCollisionSizeQuads
Size of component's "simple collision" in collision quads
TSharedPtr<FAs...
SpeculativeDDCRequest
Async DCC load for cooked collision representation.